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General Tabletop Discussion
*Pathfinder & Starfinder
Readied actions, invisibility, and attacks: which comes first?
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<blockquote data-quote="DarkMaster" data-source="post: 1711156" data-attributes="member: 16362"><p>I would rule that if you cannot detect them you can't AoO, but if you succeed on the DC20 spot required to identify the approximate location of an invisible creature then I would allow the AoO.</p><p></p><p>I would resolve in the following way. First round I would have them take 10, 5 or 0 on their spot check depending on their level of vigilance. If some where able to spot them anyway I would say that they noticed an unusual blur or some unusual displacement of the dust floating in the air and would allow the AoO especially if they know that the bugger can turn invisible. For the other rounds then they would roll the DC 20 check with a circumstance bonus because they saw them turn invisible and they know that they will charge again. But I would allow an AoO on them when they leave the PCs square since they are not invisible anymore.</p><p></p><p>I would also use a -4 penality to hit because of the extra carefulness required not to hit your friend (but I don't know if it's part of the official rule). </p><p></p><p>As for knowing how tough Imp can be I don't know the only Imp I placed was killed by lucky roll by the rogue who was 3rd level at a time. She caught him by surprise with two very good hide and move silently check and shot him with her short bow for 3d6+1 damage rolling a 17 for 18 pts dmg knocking it inconscious, she then jumped on it and finished it. I was very dissapointed (I almost decided that the imp had 14hp instead of 13, but moments like that are what makes the game interesting for the players).</p></blockquote><p></p>
[QUOTE="DarkMaster, post: 1711156, member: 16362"] I would rule that if you cannot detect them you can't AoO, but if you succeed on the DC20 spot required to identify the approximate location of an invisible creature then I would allow the AoO. I would resolve in the following way. First round I would have them take 10, 5 or 0 on their spot check depending on their level of vigilance. If some where able to spot them anyway I would say that they noticed an unusual blur or some unusual displacement of the dust floating in the air and would allow the AoO especially if they know that the bugger can turn invisible. For the other rounds then they would roll the DC 20 check with a circumstance bonus because they saw them turn invisible and they know that they will charge again. But I would allow an AoO on them when they leave the PCs square since they are not invisible anymore. I would also use a -4 penality to hit because of the extra carefulness required not to hit your friend (but I don't know if it's part of the official rule). As for knowing how tough Imp can be I don't know the only Imp I placed was killed by lucky roll by the rogue who was 3rd level at a time. She caught him by surprise with two very good hide and move silently check and shot him with her short bow for 3d6+1 damage rolling a 17 for 18 pts dmg knocking it inconscious, she then jumped on it and finished it. I was very dissapointed (I almost decided that the imp had 14hp instead of 13, but moments like that are what makes the game interesting for the players). [/QUOTE]
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Readied actions, invisibility, and attacks: which comes first?
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